this post was submitted on 24 Aug 2023
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So, I have this world that was perfectly at peace, until the party came around. Now, It's basically MWW (magical world war). And my players are looking foward to some trench warfare in dnd.

Why trench warfare? Because mold earth is a cantrip and it is always better to have cover. I have a couple of basic ideas.

The bullet points are:

Scrolls, rare magic items and more than lv5 npcs are hard to come by, because they are strategical game changers froom both sides.

There is gunpowder in the world and the spell detect traps actually detects traps (location of all in an area), so, landmines are a thing.

Someone as figured out ballista machine guns, so charging is unadvised.

I'm looking for tactics and general suggestions.

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[–] [email protected] 3 points 1 year ago (1 children)

I like the idea of familiars as spys, perhaps demons make pacts not with individuals, but with batalions to get eldritch blast and some imps in an effort to gain the upper hand. Also, the idea of a magical superweapon arms race seems like another good excuse to "why do we have so few wizards on the batallion", magical Openheimer is doing its thing.

[–] mo_ztt 3 points 1 year ago (1 children)

Right, high demons would thrive in war. Maybe the demons make pacts with various warring factions, the magical weapons and fiendish allies come to "help" start getting turned up to 11, cities explode and burn, or just disintegrate away to some entire other reality, hell comes to earth, and by the time the people realize that they're not even theoretically in control of the forces they've unleashed, it's almost too late to even unify and save the wreckage that's left from being dragged down to hell continent by continent. Great mute devils, a mile in height, are already screwing into the earth long chains with links the size of villages, fixed to winches, down at the other end.

Maybe a little roving squad of high-level wizards begins traveling around, once their study is complete, and wherever they stop to concentrate for an hour, a city flickers and fades and becomes a place where no sound can be emitted or heard, where thousands of long animate shadows hunt any living thing that enters. We have to do it, because they're working on the same thing.

One other lore-building thing for your consideration: Fire on the Velvet Horizon has an awesome little slice-of-life of one possibility of what a magical war and the soldiers in it might have been like, as part of the lore for "Hex Dragoons." I can recommend it 1,000% for that among any number of other reasons. If you wanted ideas for doomsday weapons for different factions to be working on, it also has a number of top-notch possibilities to pick from for those.

[–] [email protected] 1 points 1 year ago (1 children)

Also, necromancy would become a must for both sides, after all, a the death of a legion may generate revenants or wraiths. The idea of mass destruction magical weapons or crazy magical creations has been explored somewhat in earlier editions. I'm talking about things like the frostforged wyrm, or the crazy nethereese spells of levels above 9. There is literally a "conjure volcano" spell that a wizard just made for flexing and no one actually casted, until now of course, until now.

I have downloaded the pdf of FotVH, man this is gold. I have read like three monsters and these things are a wild ride. Thank you kindly for the recomendation.

[–] mo_ztt 2 points 1 year ago

Yah. It is hands down my favorite sourcebook; nothing even comes close. I find I have to insert stuff from it in severely reduced and partial form, because if they're inserted as-is, they're too vivid and wild and they wind up taking over the adventure. You have to apply it sparingly, in extremely diluted form, and even then it's great stuff. It's just too powerful to be used as written (or I'm not capable enough or my games not wild enough to apply it that way.)